Hell 3 is a complete overhaul mod for Diablo 1. It introduces 24 standard dungeon levels and 35 unique quest levels. Players can also access an alternative route with 49 extra dungeons. After defeating Diablo on the 16th level, new areas are unlocked — Abyss (levels 17–20), Purgatory (21–24), and Hell’s Heart (25–28). These stages are tougher and more rewarding than anything in the original.
Diablo 1 Now Has 29 Playable Subclasses
Six core classes are available, each offering a set of specialized subclasses. As a result, players can choose from 29 distinct class options. Each subclass introduces unique strengths, traits, and mechanics. Consequently, this system opens up varied builds and playstyles, adding much more depth to character customization.
Gameplay Quality-of-Life Improvements
Hell 3 introduces modern usability features while keeping the original game’s spirit intact. Key improvements include:
Automatic gold pickup
On-screen item highlighting
Expanded inventory space (10×7 grid)
Item stat comparison in inventory
Visual trading interfaces with NPCs
Ability to run inside dungeons
These changes make the experience smoother and more intuitive.
New Game Modes and Adjustable Difficulty
Nine game modes, from casual to brutal, are supported: Easy, Normal, Hard, Hardcore, Coliseum, Survival, Ironman, Speedrun, and Nightmare. The mod also features nine distinct difficulty settings, allowing players to fine-tune how challenging they want the experience to be.
Restored Quests and Entirely New Adventures
All quests that were originally planned but left out of Diablo 1 are now playable. The mod team has added new quests, expanding the world with extra storylines and dungeons. This gives returning players fresh content and better continuity with the game’s lore.
Overhauled Loot and Item Systems
The item system has been rebuilt from the ground up. New item types include:
White (basic)
Magic
Rare
Socketed
Enchanted
Unique
Set items
Additional gear slots have been added for gloves, belts, and boots. The game now supports crafting and enchanting, giving players more control over their equipment. Quick-switching between three weapon sets is also now possible.
Diablo 1 Character Development Revamped
Character caps have been raised significantly. The level cap is now 150. Spells can be upgraded past level 100. Stat limits have also been lifted. New traits and “game changers” are available at character creation, allowing for finer control over a build from the very beginning.
Visual and Technical Enhancements
The Hell 3 supports higher resolutions, multiple display modes, and improved refresh rate handling. In particular, the mod can run at up to 4K resolution and offers both fullscreen and windowed gameplay options. Furthermore, performance remains stable across systems, as the engine has been updated to ensure smooth play on modern hardware.
Multiplayer Compatibility
Multiplayer works out of the box. Players can join forces and tackle quests cooperatively. Dungeons and maps scale for multiplayer where needed, keeping the balance tight whether playing solo or with a team.
Installing Diablo 1: The Hell 3
To install and play the mod:
Buy and install Diablo 1 from GOG.com.
Create a new folder called “TH3.”
Copy the “DIABDAT.MPQ” file from the base game into this folder.
Download and extract The Hell 3 mod files into the same folder.
Add the optional music pack into the folder to enable background music.
Run “TH3.exe” to launch the game.
Configuration Settings
To adjust visual settings, edit the “config.ini” file in the TH3 folder. The recommended resolutions are 1056×594 or 1440×810 with zoom enabled. Higher resolutions expand the field of view but don’t improve texture clarity. Setting the resolution manually ensures optimal layout across modern displays. For more reviews and news, stay tuned to our website.
Sometimes, revisiting the past offers valuable perspective. Other times, it mostly reminds you how far things have progressed. My recent playthrough of the original Lords of the Fallen, the 2014 title from Deck13 Interactive and CI Games, falls squarely into the latter category. It’s crucial to preface this by stating I came to this gamenow, in 2025, long after its contemporaries like Dark Souls 2 and only a year before Bloodborne changed the game. Playing it with fresh eyes, accustomed to the refinements and innovations seen in countless Souls-likes since, was… an experience. An often frustrating, clunky, and technically troubled experience, despite occasional glimmers of what could have been.
The Weight of Combat: Slow and Sluggish
The first thing that hits you when stepping into the heavy boots of Harkyn, the game’s gruff protagonist, is the sheer weight and deliberate slowness of everything. Movement feels ponderous, attacks have significant wind-up and recovery animations, and dodging lacks the crisp responsiveness I’ve grown accustomed to. It feels draggy, as if Harkyn is constantly fighting against invisible treacle.
This sluggishness permeates every aspect of combat. Finding windows to attack enemies, who are often equally slow but hit like trucks, becomes an exercise in strained patience rather than thrilling reaction. Heavy attacks require long charge times, making them risky propositions. Even light attacks feel deliberate to a fault. Initially, I wondered if this was an intentional design choice meant to convey the burden of Harkyn’s heavy armor and weaponry. Perhaps. But in practice, it often translated into frustrating encounters where the controls felt like they were actively working against me. Compared to the fluidity found even in earlier FromSoftware titles like Demon’s Souls (2009), let alone modern entries, the difference is stark and jarring. Getting used to this heavy, almost lagging feel took considerable time and adjustment, and frankly, it never felt truly good. It felt archaic.
Beyond the inherent clunkiness of the core mechanics, my playthrough was unfortunately plagued by technical issues – issues that, frankly, shouldn’t still exist in a game this old. Several times during intense boss fights, particularly when using certain charged or spinning attacks near walls or environmental objects, Harkyn would simply bug out. I experienced clipping through geometry, getting stuck on top of a boss model, unable to hit them or be hit reliably, only to be randomly teleported nearby and likely take a massive hit during the disorientation. These weren’t isolated incidents; they happened often enough to become a genuine source of frustration, turning challenging encounters into potentially unfair ones.
Worse still were the crashes. Upon reaching the game’s DLC area, presented as an ancient labyrinth or maze, I encountered repeatable hard crashes. Specifically, during the boss fight at the end of this maze – some sort of librarian hurling books – the game would consistently crash to desktop after a couple of attempts. Restarting the game, restarting my PC, verifying files – the issue persisted through multiple cycles.
A quick search online revealed forum posts from years ago detailing the exact same problem, suggesting this wasn’t a new issue related to my setup, but rather a long-standing bug that was simply never fixed. Eventually, through sheer luck on one attempt, I managed to defeat the boss before the game decided to crash again, and the problem ceased thereafter. But having progress repeatedly halted by technical failures, especially known, unfixed ones, significantly soured the experience. It speaks volumes about the game’s long-term support, or lack thereof.
Navigating the Fog of Confusion
Lords of the Fallen attempts the cryptic, hands-off world design typical of the genre, but often stumbles into outright confusion. The main story is threadbare and poorly presented, with cutscenes offering little clarity. Understanding objectives or where to go next frequently relies on obscure hints or simply bumping around until you find the right path.
This lack of guidance led to one particularly aggravating experience. I spent what felt like two hours aimlessly wandering familiar areas, slaughtering the same respawning enemies over and over. I was completely lost, searching for a hidden path forward, a missed doorway—anything. In the end, I had to backtrack significantly to a much earlier area. A door that was previously locked had become accessible after some story trigger I’d either missed or misunderstood.
Souls-likes often involve backtracking and reward exploration, but Lords of the Fallen handled it poorly. The design felt unintuitive and signposting was weak. It wasn’t clever environmental puzzling—it was just getting stuck because of obscure logic. It brought back the worst parts of 90s game design, where getting lost felt intentional. Eventually, I had to break my usual rule and use an external guide. The pointless wandering had drained all enjoyment from the session.
Fleeting Moments of Merit Amidst the Issues
It wouldn’t be fair to say the game is entirely without merit. Despite the clunky combat engine, some of the boss designs are visually interesting, featuring hulking demons and armored knights that fit the dark fantasy aesthetic. A few encounters introduce decent mechanics that require more than just hacking away. The DLC’s maze, despite the technical issues with its boss, was conceptually quite engaging. Activating levers to shift the labyrinth’s layout while fending off tough, spectral enemies was genuinely interesting and probably the highlight of my entire playthrough.
Furthermore, once I finally acclimated to the sluggish combat rhythm, the overall difficulty wasn’t extreme. Most bosses fell after learning their slow-telegraphed patterns. There was one particular duo boss fight that provided a significant spike in challenge, requiring maybe ten or more attempts, but largely, the game felt manageable from a difficulty perspective – if you could wrestle with the controls and avoid the bugs.
A Dated Presentation
Visually, Lords of the Fallen was likely impressive back in 2014. Playing it now, it looks decidedly dated. Character models are blocky, environments lack detail compared to modern standards, and the overall presentation feels firmly rooted in its era. While the art style aims for that familiar dark fantasy look, the technical execution doesn’t hold up particularly well. It’s functional, and the atmosphere is appropriately gloomy, but it’s leagues behind even slightly later titles like Bloodborne, let alone the visual feasts offered today. Again, the context of when it was released is important, but playing it now, the visuals are merely ‘okay’ at best, and certainly not a selling point.
The core gameplay template is pure Dark Souls imitation – bonfires (checkpoints called Shards), upgrading stats with experience points dropped by enemies, weapon scaling, familiar enemy archetypes. It mimics the structure well enough, but lacks the finesse, creativity, and polish of its inspiration.
Is LoF 2014 Still Worth Trying in 2025?
So, should anyone play Lords of the Fallen (2014) today? That’s a tough question. For the vast majority of players, especially newcomers to the genre, I’d have to say no. There are countless better, more polished, more enjoyable Souls-like experiences available. The clunkiness, the bugs, the crashes, the confusing progression – they add up to an often-frustrating time. It ended up being my least favorite Souls-like title I’ve played to date.
Perhaps, maybe, for the absolute hardcore genre historian, the veteran who wants to see where other developers took the formula in those early post-Dark Souls years, there might be some academic value. Seeing the ideas present here, like the maze DLC concept, does offer some insight. But approach it with heavily tempered expectations and be prepared for a significant dose of jank. It stands as a relic, a sometimes interesting but deeply flawed stepping stone in the genre’s evolution, one that has been thoroughly surpassed by almost everything that followed. For more reviews and news, stay tuned to our website.
Lords of the Fallen (2014) – Game and Purchase
Title: Lords of the Fallen (2014) Type of Game: Action Role-Playing Game (Soulslike) Developer: Deck13, CI Games Publisher: CI Games Release Date: October 28, 2014 Platforms: PC (Steam), PlayStation 4, Xbox One
Rockstar Games has pushed the release date of Grand Theft Auto 6 to May 26, 2026, moving it out of the previously announced fall 2025 window. This confirmation came earlier in May, following widespread speculation that a delay was likely. Take-Two CEO Strauss Zelnick confirmed the new date in an interview just before the company’s latest earnings call. ➤ (Source: Kotaku)
Why GTA 6 was delayed despite Take-Two’s confidence
Zelnick had publicly expressed “high confidence” in hitting the original 2025 release window. The change of plans raised questions, especially given his repeated reassurances. According to Zelnick, the delay was based on Rockstar’s need for extra polish to meet its internal quality standards. He described the time extension as “a small amount of incremental time” that would allow the studio to fully realize its vision. ➤ (Source: Kotaku)
Rockstar wants to finish without compromises
The decision to delay GTA 6 was described as a move to ensure the game launches without creative limitations. Zelnick said the polish required only became clear as the game neared completion. He fully backed Rockstar’s request for more time, indicating that the studio is committed to delivering a project that aligns with its high expectations. ➤ (Source: Kotaku)
GTA 6 development only started in 2020
Though the project had long been rumored, Zelnick confirmed that Rockstar began working on GTA 6 “in earnest” in 2020. That was two years after Red Dead Redemption 2 launched and seven years after GTA 5 first appeared on PlayStation 3 and Xbox 360. This relatively recent development timeline underscores how much remains to be done. ➤ (Source: Kotaku)
New GTA 6 trailer and screenshots show major progress
Shortly after the delay announcement, Rockstar released the game’s most detailed trailer to date, along with a batch of high-resolution screenshots. All footage shown was reportedly captured in-game. The visual quality has impressed fans and game developers, hinting at a technically ambitious open-world project. ➤ (Source: Kotaku)
GTA 6 delay eases Take-Two’s packed 2025 schedule
Take-Two has several major releases scheduled for 2025. This makes the GTA 6 delay less disruptive to its broader launch calendar. Zelnick confirmed that Mafia: The Old Country is coming in August. Borderlands 4 is set to follow in September. Civilization 7 will arrive earlier in the year. Ongoing player engagement in GTA Online and Red Dead Online also helps maintain momentum. ➤ (Source: Kotaku)
Zelnick: Delay is a “worthwhile investment”
Take-Two’s CEO framed the delay as a strategic decision that serves both business and creative goals. By allowing Rockstar additional time, he believes the studio will deliver a higher-quality title. Zelnick characterized the move as a “worthwhile investment” that reflects the long-term value GTA 6 holds for the company. For more reviews and news, stay tuned to our website.
The Warhammer Conference, the only academic event dedicated to the scholarly exploration of the Warhammer universe, is set to return this September in Heidelberg, Germany. Building on the success of its inaugural edition, the conference will once again delve into philosophical, theoretical, and literary analyses of Warhammer’s dark and complex lore. The 2nd edition will be available to attend both in person and through live stream, aiming to reach not only academics but also Warhammer fans worldwide. Last year’s talks, such as discussions on the ethics of the Imperium’s war with Chaos, Tyranid xenobiology, and the physics of Warp space, are available on the Warhammer Conference YouTube channel. This year’s program, to be announced in August, promises similarly thought-provoking content. Academics interested in presenting can submit abstracts until June 30. Source:PC Gamer
Warhammer Ethics: The Imperium’s War with Chaos Under Scrutiny
In his presentation, Markus Ressel examines the ethical ambiguity at the heart of Warhammer 40,000. He questions whether the Imperium’s ruthless methods in combating Chaos mirror the very chaos it seeks to eradicate. The Imperium, governed by the decrees of the God-Emperor, enforces order through fear, repression, and unyielding orthodoxy, often at the expense of countless lives. This raises the unsettling question: in its quest to combat Chaos, has the Imperium itself become chaotic?
Tyranid Xenobiology Compared to Real-Life Eusocial Insects
Another notable presentation draws parallels between the Tyranids and real-life eusocial insects. The talk explores what drives Tyranid behavior—whether external factors like diet and chemical signals shape it, or if genetics dictate it. Tom Reichert’s presentation delves into the physics of Warp space, exploring its conceptual framework within the Warhammer universe. The talk aims to provide a scientific perspective on the lore’s depiction of Warp space and its implications. Source:PC Gamer
Warhammer Conference Details and Participation
The Warhammer Conference is scheduled for September 26–27, 2025, at the University of Heidelberg, Germany. The event will be accessible both in person and online via livestream. Organizers aim to reach a wide audience of Warhammer enthusiasts by sharing all talks online. Academics interested in presenting can submit abstracts until June 30, 2025. For more reviews and news, stay tuned to our website.
Diving into Mortal Shell felt like stepping into a familiar, fog-shrouded land, yet one with a distinctly different rhythm. Developed by Cold Symmetry, this title doesn’t shy away from its inspirations – the challenging combat, the oppressive atmosphere, the cryptic lore, it’s all woven into its fabric. But Mortal Shell isn’t just another clone; it introduces a core mechanic so central and unique that it fundamentally changes the way you approach encounters. It’s a game that earns its place in the Souls-like pantheon, even if it doesn’t quite reach the lofty peaks of the genre’s titans.
The Shell System: Wearing Your Defenses
The absolute standout feature, the thing that defines Mortal Shell, is its Shell system. You start as a frail, spectral being known only as the Foundling. To survive the hostile world of Fallgrim and beyond, you need to inhabit the bodies – the shells – of fallen warriors. Think of them as different classes or starting builds, but intrinsically tied to the lore and your moment-to-moment gameplay.
There are four distinct shells to discover throughout the game, each with its backstory hinted at through fragmented lore, unique stats (health, stamina, resolve), and a dedicated skill tree you can invest in using Tar (the game’s ‘souls’) and Glimpses (a secondary currency). Finding a new shell feels significant; it’s not just a new set of armor, it’s a whole new way to potentially play the game.
The first shell you’re likely to find, and the one I ended up using for my entire playthrough, is Harros, the Vassal. I recall the transcript mentioning a ‘Hardener’ shell, and Harros fits that bill perfectly with his balanced stats and abilities focused on the game’s other signature mechanic: Hardening. Honestly, Harros felt so capable and versatile that while I experimented briefly with the other shells – Tiel (high stamina, low health), Solomon (high resolve for weapon skills), and Eredrim (massive health pool, low stamina) – I always found myself drawn back to the reliability of the first. For me, Harros provided more than enough capability to conquer everything the game threw my way.
Upgrading a shell feels rewarding. You unlock perks that might enhance your hardening, increase familiarity gains with weapons, or grant passive benefits. It adds a layer of progression beyond simple stat increases, letting you tailor your chosen shell somewhat to your playstyle.
Mortal Shell’s combat loop revolves heavily around the Harden ability. At almost any time – mid-swing, mid-dodge, while recovering – you can instantly turn your character to stone. This hardened state absorbs the next incoming hit completely, often staggering weaker foes and allowing you a crucial moment to reposition or counter-attack. After the initial hit absorption, the effect lingers briefly, offering some damage reduction for subsequent blows if you’ve unlocked certain perks.
This mechanic replaces the traditional block or relies less heavily on parrying (though parrying exists and is tied to the Resolve meter for powerful ripostes). Mastering the timing of Harden is crucial. It’s not just a defensive panic button; it’s an offensive tool, allowing you to absorb a hit mid-combo and continue your assault without interruption. It encourages aggressive play but demands careful resource management, as Harden has a cooldown. Learning enemy attack patterns to know when to Harden for maximum effect becomes the core combat puzzle.
Complementing the Shells and hardening system are the weapons. There are only four main choices, but each feels distinct. I spent most of my time with the Hallowed Sword, a versatile greatsword that felt like the most ‘standard’ Souls weapon – good reach, decent speed, satisfying impact. You can use it one-handed or two-handed. Since Harden acts as your shield, there’s no traditional shield to equip, which pushes players into a more active, aggressive defensive style.
The Smoldering Mace offers slow but staggering power. The Martyr’s Blade delivers icy, heavy swings with significant weight. The Hammer and Chisel provides rapid, agile attacks that work well with stamina-rich builds like Tiel. Each weapon has light and heavy moves plus a unique Resolve-based skill. Despite the small number, every weapon encourages experimentation and has its own synergy with specific Shells.
There’s a strong melee focus with almost no ranged options, which reinforces the tight, close-quarters combat design. The system is smaller in scale than genre giants but tightly designed and distinct in feel.
Difficulty and Accessibility: A Gentler Introduction?
Compared to the brutal heights of FromSoftware’s recent offerings, Mortal Shell presents a gentler, though still significant, challenge. Bosses have learnable patterns, and the Harden mechanic provides a substantial safety net once mastered. I found myself defeating most bosses within a handful of attempts, a far cry from the hours spent banging my head against certain walls in other Souls-likes. The enemy placement can be tricky, and navigating the world has its hazards, but the core combat, once understood, feels manageable.
This makes Mortal Shell a potentially good entry point for players curious about the genre but intimidated by its reputation. It teaches core concepts like stamina management, attack patterns, and environmental awareness without being overly punishing. However, its overall polish and visual presentation might not grab you as quickly as Lies of P. That game offers a smoother experience with stronger visuals. But Mortal Shell’s unique mechanics could resonate more with certain players. It’s a trade-off. For newcomers, I’d still recommend Lies of P first due to its clear progression and visual quality. Mortal Shell, however, is a solid and slightly less demanding alternative. Souls veterans might find the difficulty lower, but the Shell and Harden systems still offer engaging depth.
Visually and atmospherically, Mortal Shell treads familiar ground. The world of Fallgrim is a decaying, swampy, perpetually overcast landscape filled with grotesque enemies, ruined architecture, and hidden pathways. It effectively captures that signature sense of melancholy and oppression common to the genre. The enemy designs are suitably creepy, and the various environments, from the central swamp hub to obsidian temples and icy caverns, offer decent visual variety.
However, the visuals haven’t aged perfectly. While competent, they lack the detail and fidelity of more recent, higher-budget titles. Textures can occasionally look muddy, and the overall color palette is quite muted. It’s atmospheric, yes, but not breathtaking in the way Elden Ring or Demon’s Souls Remake can be. It gets the job done, creating a hostile and unwelcoming world, but it doesn’t push any visual boundaries.
Navigation can also be a bit confusing. The world design is somewhat labyrinthine, and the game doesn’t hold your hand. This is standard for the genre and part of the appeal for many, encouraging exploration and discovery. However, there were moments, as mentioned in the transcript, where progression felt obtuse. I didn’t accidentally finish the game early, but I can see how the cryptic nature of objectives and NPC interactions could lead to confusion or missing key paths. The game uses shrines (Sester Genessa) as its bonfire equivalents, where you upgrade skills and respawn enemies.
The sound design is solid, with weighty weapon impacts and unsettling enemy noises. The music is generally understated ambient tracks, punctuated by more dramatic boss themes. Nothing stood out as truly exceptional, though the transcript’s mention of a RuneScape-esque tune played on a lute-like instrument did ring a bell – a quirky, memorable moment in an otherwise somber soundscape.
Mortal Shell occupies an interesting space. It’s an ambitious indie title that successfully introduces genuinely unique mechanics into a well-trodden genre. The Shell and Harden systems are compelling and refreshingly change the combat rhythm. It’s challenging enough to satisfy the Souls’ itch but accessible enough not to completely deter newcomers.
However, it’s not without its flaws. The limited weapon and shell variety might feel restrictive compared to larger titles. The visuals are functional but dated. The world design, while atmospheric, can sometimes be confusing. As noted in the discussion, getting it for free (as it was on Epic Games) or heavily discounted makes it an easy recommendation. At full price (around €20-30), the value proposition depends on the player.
For absolute newcomers, it’s a decent, less punishing entry point, though perhaps less polished than Lies of P. For Souls veterans who have played everything else? It’s worth experiencing for its unique mechanics alone. It might not have the depth, polish, or epic scale of a FromSoftware game, but Cold Symmetry delivered a focused, inventive, and ultimately enjoyable Souls-like experience that confidently carves out its own identity. It’s a testament to how core design innovation can elevate a game beyond its budgetary constraints.